/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated July 28, 2023. Replaces all prior versions.
 *
 * Copyright (c) 2013-2023, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software or
 * otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
 * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

import { Bone } from "../Bone";
import { Color, Vector2, MathUtils } from "../Utils";
import { VertexAttachment, Attachment } from "./Attachment";

/** An attachment which is a single point and a rotation. This can be used to spawn projectiles, particles, etc. A bone can be
 * used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a
 * skin.
 *
 * See [Point Attachments](http://esotericsoftware.com/spine-point-attachments) in the Spine User Guide. */
export class PointAttachment extends VertexAttachment {
	x: number = 0;
	y: number = 0;
	rotation: number = 0;

	/** The color of the point attachment as it was in Spine. Available only when nonessential data was exported. Point attachments
	 * are not usually rendered at runtime. */
	color = new Color(0.38, 0.94, 0, 1);

	constructor (name: string) {
		super(name);
	}

	computeWorldPosition (bone: Bone, point: Vector2) {
		point.x = this.x * bone.a + this.y * bone.b + bone.worldX;
		point.y = this.x * bone.c + this.y * bone.d + bone.worldY;
		return point;
	}

	computeWorldRotation (bone: Bone) {
		const r = this.rotation * MathUtils.degRad, cos = Math.cos(r), sin = Math.sin(r);
		const x = cos * bone.a + sin * bone.b;
		const y = cos * bone.c + sin * bone.d;
		return MathUtils.atan2Deg(y, x);		
	}

	copy (): Attachment {
		let copy = new PointAttachment(this.name);
		copy.x = this.x;
		copy.y = this.y;
		copy.rotation = this.rotation;
		copy.color.setFromColor(this.color);
		return copy;
	}
}
